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simple question about faces


DoctorKaizeld

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excellent question qwerty;

I look forward to seeing more detailed responses from modders of great mod-fu hehe.

 

 

 

the NPC mod overhaul project is one way to try and streamline that,

to make NPC's easier to customize and associate more data with them.

if we want SPECIAL and umpteen mod inventory data, and better crowd behavior etc,

that will need to be an overhaul hehe.

 

at the moment, it's like a 7 or 8 step process

to isolate the NPC's refID, and overwrite that with a companion batched;

bethnet has a tutorial on how to do that.

your companion template becomes instantiated as the NPC ref ID.

it's a little bloat-happy at first, but it cleans itself up later.

 

It is tedious and annoying that way,

and what happens if, you want your NPC to use CBBE or Bodyslide,

or different face slider morphs etc?

say your character is 5'3", or 8'7" supermutant...

say hypothetically, you wanted better regionalization mods as part of an overhaul,

to accurately represent tripartite hybridization in ethnicity,

or you have a whole heap of custom mutant and character morphs you want romping around the wasteland.

 

that's why there'll be an NPC mod overhaul at some point,

to make that a lot more streamlined.

that's also why I'm intrigued to learn more about how

the Todds-ville mod happened, and how they achieved that facial likeness hehe.

 

 

 

a lot of folks are interested in this,

for the customization opportunities and FORPG-lore stuff and verisimilitude it represents,

so it'll be great to see more mods explore this area.

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As in a looksmenu preset or just one in the CK? In CK you can go to the actor you want to change, and in the templates tab there will be a number of dropdowns, on the one for traits select the actorbase to use traits from and tick "use traits"

 

Not 100% sure on the process for looksmenu/faceripper these days, I haven't used them

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Yeah not sure on that one. Used to have to export it to an esp or something. Can't remember now sorry
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